// Kony

#pragma once

#include "CoreMinimal.h"
#include "AbilitySystem/Abilitys/BaseDamageGameplayAbility.h"
#include "ArcaneShards.generated.h"

/**
 * 虚空碎片法术
 */
UCLASS()
class GASC_HUANLING_API UArcaneShards : public UBaseDamageGameplayAbility
{
	GENERATED_BODY()
public:
	//当前技能描述
	virtual FString GetDescription(int32 Level, const FText& Title, const FText& Description) override;
	//下一级技能描述
	virtual FString GetNextLevelDescription(int32 Level, const FText& Title, const FText& Description) override;
	//最大碎片数量
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
	int32 MaxNumShards = 11;
};
